161 lines
5.1 KiB
Rust
161 lines
5.1 KiB
Rust
//! Widgets are pieces of GUI such as [`Label`], [`Button`], [`Slider`] etc.
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//!
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//! Example widget uses:
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//! * `ui.add(Label::new("Text").text_color(color::red));`
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//! * `if ui.add(Button::new("Click me")).clicked() { … }`
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use crate::{Response, Ui, epaint};
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mod button;
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mod checkbox;
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pub mod color_picker;
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pub(crate) mod drag_value;
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mod hyperlink;
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mod image;
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mod image_button;
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mod label;
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mod progress_bar;
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mod radio_button;
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mod selected_label;
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mod separator;
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mod slider;
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mod spinner;
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pub mod text_edit;
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#[expect(deprecated)]
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pub use self::selected_label::SelectableLabel;
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pub use self::{
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button::Button,
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checkbox::Checkbox,
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drag_value::DragValue,
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hyperlink::{Hyperlink, Link},
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image::{
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FrameDurations, Image, ImageFit, ImageOptions, ImageSize, ImageSource,
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decode_animated_image_uri, has_gif_magic_header, has_webp_header, paint_texture_at,
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},
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image_button::ImageButton,
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label::Label,
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progress_bar::ProgressBar,
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radio_button::RadioButton,
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separator::Separator,
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slider::{Slider, SliderClamping, SliderOrientation},
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spinner::Spinner,
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text_edit::{TextBuffer, TextEdit},
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};
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// ----------------------------------------------------------------------------
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/// Anything implementing Widget can be added to a [`Ui`] with [`Ui::add`].
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///
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/// [`Button`], [`Label`], [`Slider`], etc all implement the [`Widget`] trait.
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///
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/// You only need to implement `Widget` if you care about being able to do `ui.add(your_widget);`.
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///
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/// Note that the widgets ([`Button`], [`TextEdit`] etc) are
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/// [builders](https://doc.rust-lang.org/1.0.0/style/ownership/builders.html),
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/// and not objects that hold state.
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///
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/// Tip: you can `impl Widget for &mut YourThing { }`.
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///
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/// `|ui: &mut Ui| -> Response { … }` also implements [`Widget`].
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#[must_use = "You should put this widget in a ui with `ui.add(widget);`"]
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pub trait Widget {
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/// Allocate space, interact, paint, and return a [`Response`].
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///
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/// Note that this consumes `self`.
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/// This is because most widgets ([`Button`], [`TextEdit`] etc) are
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/// [builders](https://doc.rust-lang.org/1.0.0/style/ownership/builders.html)
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///
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/// Tip: you can `impl Widget for &mut YourObject { }`.
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fn ui(self, ui: &mut Ui) -> Response;
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}
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/// This enables functions that return `impl Widget`, so that you can
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/// create a widget by just returning a lambda from a function.
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///
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/// For instance: `ui.add(slider_vec2(&mut vec2));` with:
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///
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/// ```
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/// pub fn slider_vec2(value: &mut egui::Vec2) -> impl egui::Widget + '_ {
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/// move |ui: &mut egui::Ui| {
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/// ui.horizontal(|ui| {
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/// ui.add(egui::Slider::new(&mut value.x, 0.0..=1.0).text("x"));
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/// ui.add(egui::Slider::new(&mut value.y, 0.0..=1.0).text("y"));
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/// })
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/// .response
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/// }
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/// }
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/// ```
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impl<F> Widget for F
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where
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F: FnOnce(&mut Ui) -> Response,
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{
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fn ui(self, ui: &mut Ui) -> Response {
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self(ui)
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}
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}
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/// Helper so that you can do e.g. `TextEdit::State::load`.
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pub trait WidgetWithState {
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type State;
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}
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// ----------------------------------------------------------------------------
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/// Show a button to reset a value to its default.
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/// The button is only enabled if the value does not already have its original value.
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///
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/// The `text` could be something like "Reset foo".
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pub fn reset_button<T: Default + PartialEq>(ui: &mut Ui, value: &mut T, text: &str) {
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reset_button_with(ui, value, text, T::default());
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}
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/// Show a button to reset a value to its default.
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/// The button is only enabled if the value does not already have its original value.
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///
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/// The `text` could be something like "Reset foo".
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pub fn reset_button_with<T: PartialEq>(ui: &mut Ui, value: &mut T, text: &str, reset_value: T) {
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if ui
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.add_enabled(*value != reset_value, Button::new(text))
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.clicked()
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{
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*value = reset_value;
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}
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}
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// ----------------------------------------------------------------------------
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#[deprecated = "Use `ui.add(&mut stroke)` instead"]
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pub fn stroke_ui(ui: &mut crate::Ui, stroke: &mut epaint::Stroke, text: &str) {
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ui.horizontal(|ui| {
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ui.label(text);
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ui.add(stroke);
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});
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}
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/// Show a small button to switch to/from dark/light mode (globally).
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pub fn global_theme_preference_switch(ui: &mut Ui) {
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if let Some(new_theme) = ui.ctx().theme().small_toggle_button(ui) {
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ui.ctx().set_theme(new_theme);
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}
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}
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/// Show larger buttons for switching between light and dark mode (globally).
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pub fn global_theme_preference_buttons(ui: &mut Ui) {
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let mut theme_preference = ui.ctx().options(|opt| opt.theme_preference);
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theme_preference.radio_buttons(ui);
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ui.ctx().set_theme(theme_preference);
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}
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/// Show a small button to switch to/from dark/light mode (globally).
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#[deprecated = "Use global_theme_preference_switch instead"]
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pub fn global_dark_light_mode_switch(ui: &mut Ui) {
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global_theme_preference_switch(ui);
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}
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/// Show larger buttons for switching between light and dark mode (globally).
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#[deprecated = "Use global_theme_preference_buttons instead"]
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pub fn global_dark_light_mode_buttons(ui: &mut Ui) {
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global_theme_preference_buttons(ui);
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}
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